
From Ryu to Wolverine, pit your favorite heroes in dream match-ups thanks to an unprecedented 56-character roster. CAPCOM 2 brings legendary characters from throughout Marvel and Capcom history to duke it out in an insane tag-team fighting experience. It can easily be said that not a lot of time was spent on this optional feature, but even with its flubs, it doesn't detract from the gameplay. Obviously stretched, this mode will at times leave gaps that don't make a lot of sense or the background items don't exactly match up.

The other thing about the graphics is the optional widescreen mode for the game. Their HD upgrade over the characters will be noticeable to even a novice player, but to me they never really detracted from the action at the foreground.

They seem to pop-out more than the characters at times. The backgrounds are probably the best example of this. The sprites are more defined and it's easier to see the small attention to detail on the character models. Graphically, this is a huge step up from the original version of the game. Not saying everyone will have this problem, but in my experience, when playing a fighter, the lack of flat surfaced buttons can affect the delivery of epic combos. Too often my thumb slid off the buttons in the middle of a combo. More of a personal preference than an actual complaint is the rounded face buttons. Granted, when playing with the analog stick you can still perform several of the combos with ease, but when remembering the complexity of some of those combos reminds you of the need for a responsive and easy to use D-pad, the 360 falters. As many know, the D-pad for the 360 controller can be bothersome especially when it comes to delivering multi-layered combos that require D-Pad functionality.

The only other major complaint I have about the gameplay derives from the Xbox 360 controller.
